コード例 #1
0
 def __init__(self,
              parent_canvas,
              dna=None,
              position=None,
              radius=None,
              color=None,
              abilities=None,
              desires=None,
              perception=None):
     Individual.__init__(self, parent_canvas, color, radius, position)
     # an individual has perceptions, desires and abilities
     if dna is None:
         if perception is None:
             self.perception = Perception(
                 self.individual_config['default_perception'],
                 default=self.individual_config['use_default_perception'])
         else:
             self.perception = perception
         if desires is None:
             self.desires = Desires(
                 self.individual_config['default_desires'],
                 default=self.individual_config['use_default_desires'])
         else:
             self.desires = desires
         if abilities is None:
             self.abilities = Ability(
                 self.ability_base,
                 self.individual_config['default_abilities'],
                 default=self.individual_config['use_default_abilities'])
         else:
             self.abilities = abilities
     else:
         self.dna_to_traits(dna)
     self.dead = False
コード例 #2
0
 def dna_to_traits(self, dna):
     """
     sets the dna of the individual
     """
     self.perception = Perception(
         self.individual_config['default_perception'], dna[0])
     self.desires = Desires(
         self.individual_config['default_desires'], dna[1])
     self.abilities = Ability(self.ability_base,
         self.individual_config['default_abilities'], dna[2])
コード例 #3
0
    def __init__(self, parent, position=None, radius=None, color=None):
        Individual.__init__(self, parent, color, radius, position)
        # a predator is slower than individuals
        self.max_speed = self.max_speed * self.predator_config["speed_factor"]
        # it has perceptions and desires defined in config file
        self.perception = Perception(
            self.predator_config["default_perception"], default=True)
        self.desires = Desires(self.predator_config["default_desires"],
                               default=True)
        self.radius = self.predator_config['size']

        self.default_dmg = self.predator_config['default_dmg']

        # we want that the predators spawn outside of the game area
        _left_border = 0
        _right_border = int(self.parent.frame_dimension[0])
        _top_border = 0
        _bottom_border = int(self.parent.frame_dimension[1])
        _xa = float(randint(-100, _left_border))
        _xb = float(randint(_right_border, _right_border + 100))
        if uniform(0, 1) < 0.5:
            _x = _xa
        else:
            _x = _xb
        _ya = float(randint(-100, _top_border))
        _yb = float(randint(_bottom_border, _bottom_border + 100))
        if uniform(0, 1) < 0.5:
            _y = _ya
        else:
            _y = _yb
        self._position = np.array([_x, _y])
コード例 #4
0
ファイル: dot.py プロジェクト: digital-bauhaus/EGame
 def __init__(self,
              parent_canvas,
              dna=None,
              position=None,
              radius=None,
              color=None,
              abilities=None,
              desires=None,
              perception=None):
     # an individual has perceptions, desires and abilities
     Individual.__init__(self, parent_canvas, color, radius, position)
     if dna is None:
         if perception is None:
             self.perception = Perception(
                 self.individual_config['default_perception'],
                 default=self.individual_config['use_default_perception'])
         else:
             self.perception = perception
         if desires is None:
             self.desires = Desires(
                 self.individual_config['default_desires'],
                 default=self.individual_config['use_default_desires'])
         else:
             self.desires = desires
         if abilities is None:
             self.abilities = Ability(
                 self.ability_base,
                 self.individual_config['default_abilities'],
                 default=self.individual_config['use_default_abilities'])
         else:
             self.abilities = abilities
     else:
         self.dna_to_traits(dna)
     self.dead = False
     if self.color[1] == "blue":
         self.image = [
             QImage(self.individual_config['image1_pop1']),
             QImage(self.individual_config['image2_pop1'])
         ]
         self.corpse_image = QImage(self.individual_config['corpse_image1'])
     elif self.color[1] == "yellow":
         self.image = [
             QImage(self.individual_config['image1_pop2']),
             QImage(self.individual_config['image2_pop2'])
         ]
         self.corpse_image = QImage(self.individual_config['corpse_image2'])
     self.set_image()
コード例 #5
0
class Dot(Individual):
    def __init__(self,
                 parent_canvas,
                 dna=None,
                 position=None,
                 radius=None,
                 color=None,
                 abilities=None,
                 desires=None,
                 perception=None):
        # an individual has perceptions, desires and abilities
        Individual.__init__(self, parent_canvas, color, radius, position)
        if dna is None:
            if perception is None:
                self.perception = Perception(self.individual_config['default_perception'],
                                             default=self.individual_config['use_default_perception'])
            else:
                self.perception = perception
            if desires is None:
                self.desires = Desires(self.individual_config['default_desires'],
                                       default=self.individual_config['use_default_desires'])
            else:
                self.desires = desires
            if abilities is None:
                self.abilities = Ability(self.ability_base,
                                         self.individual_config['default_abilities'],
                                         default=self.individual_config['use_default_abilities'])
            else:
                self.abilities = abilities
        else:
            self.dna_to_traits(dna)
        self.dead = False
        if self.color[1] == "blue":
            self.image = [QImage(self.individual_config['image1_pop1']),
                          QImage(self.individual_config['image2_pop1'])]
        elif self.color[1] == "yellow":
            self.image = [QImage(self.individual_config['image1_pop2']),
                          QImage(self.individual_config['image2_pop2'])]
        self.set_image()

    def add_attack_count(self, individual):
        """
        increment the hit counter for the attacked enemy
        """
        individual.statistic.attacked_by_opponents += 1

    def statistic_to_table(self, table_widget, index):
        """
        print individual information to the statistic window
        """
        # setItem(row, column, item)

        table_widget.setItem(0, index, QTableWidgetItem(str(self.dead)))
        table_widget.setItem(1, index, QTableWidgetItem(str(self.statistic.time_survived)))

        #perception
        table_widget.setItem(2, index, QTableWidgetItem(str(self.perception.food)))
        table_widget.setItem(3, index, QTableWidgetItem(str(self.perception.poison)))
        table_widget.setItem(4, index, QTableWidgetItem(str(self.perception.health_potion)))
        table_widget.setItem(5, index, QTableWidgetItem(str(self.perception.corpse)))
        table_widget.setItem(6, index, QTableWidgetItem(str(self.perception.opponent)))
        table_widget.setItem(7, index, QTableWidgetItem(str(self.perception.predator)))

        # #desires
        table_widget.setItem(8, index, QTableWidgetItem(str(self.desires.seek_food)))
        table_widget.setItem(9, index, QTableWidgetItem(str(self.desires.dodge_poison)))
        table_widget.setItem(10, index, QTableWidgetItem(str(self.desires.seek_potion)))
        table_widget.setItem(11, index, QTableWidgetItem(str(self.desires.seek_opponents)))
        table_widget.setItem(12, index, QTableWidgetItem(str(self.desires.seek_corpse)))
        table_widget.setItem(13, index, QTableWidgetItem(str(self.desires.dodge_predators)))

        # #abilities
        table_widget.setItem(14, index, QTableWidgetItem(str(self.abilities.armor_ability)))
        table_widget.setItem(15, index, QTableWidgetItem(str(self.abilities.speed)))
        table_widget.setItem(16, index, QTableWidgetItem(str(self.abilities.poison_resistance)))
        table_widget.setItem(17, index, QTableWidgetItem(str(self.abilities.strength)))
        table_widget.setItem(18, index, QTableWidgetItem(str(self.abilities.toxicity)))

        # #statistics
        table_widget.setItem(19, index, QTableWidgetItem(str(self.statistic.food_eaten)))
        table_widget.setItem(20, index, QTableWidgetItem(str(self.statistic.poison_eaten)))
        table_widget.setItem(21, index, QTableWidgetItem(str(self.statistic.consumed_potions)))
        table_widget.setItem(22, index, QTableWidgetItem(str(self.statistic.consumed_corpses)))
        table_widget.setItem(23, index, QTableWidgetItem(str(self.statistic.enemies_attacked)))
        table_widget.setItem(24, index, QTableWidgetItem(str(self.statistic.attacked_by_opponents)))
        table_widget.setItem(25, index, QTableWidgetItem(str(self.statistic.attacked_by_predators)))
        table_widget.setItem(26, index, QTableWidgetItem(str(self.statistic.food_seen)))
        table_widget.setItem(27, index, QTableWidgetItem(str(self.statistic.poison_seen)))
        table_widget.setItem(28, index, QTableWidgetItem(str(self.statistic.potions_seen)))
        table_widget.setItem(29, index, QTableWidgetItem(str(self.statistic.opponents_seen)))
        table_widget.setItem(30, index, QTableWidgetItem(str(self.statistic.predators_seen)))
        table_widget.setItem(31, index, QTableWidgetItem(str(self.statistic.corpses_seen)))

    def print_all_details(self):
        print("is dead", self.dead)
        # desires
        self.desires.print()
        # perceptions
        self.perception.print()
        # abilities
        self.abilities.print()
        # statistics
        self.statistic.print()

    def dmg_dealt(self):
        """
        dmg multiplier is influenced by strength ability
        """
        return self.abilities.calc_dmg_with_strength(1, self.default_dmg)

    def decrase_health(self):
        """
        decrease own health if called
        the amount is increased by own poisoning
        """
        self.health -= self.individual_config['frame_health_reduce'] \
            * self.abilities.calc_poison_reduce(self.poison)

    def get_dna(self):
        """
        get the dna of this individual
        """
        # perception
        # desires
        # abilities
        dna = [
            self.perception.get_dna(),
            self.desires.get_dna(),
            self.abilities.get_dna()
        ]
        return dna
    
    def dna_to_traits(self, dna):
        """
        sets the dna of the individual
        """
        self.perception = Perception(
            self.individual_config['default_perception'], dna[0])
        self.desires = Desires(
            self.individual_config['default_desires'], dna[1])
        self.abilities = Ability(self.ability_base,
            self.individual_config['default_abilities'], dna[2])